Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Pistols vs Shotguns (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Pistols vs Shotguns) Locked
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Dec 17 2014 Anchor

I'm really trying to get into pistols as recon, as I like to play with them in many other games too.
However, even the best pistols(Alpine, long barrel .38) can't match a shotgun when figthing mutants. When you get surprised by bloodsuckers(It's impossible not to, even if you're VERY careful), snorks and specially pseudodogs you have a much higher chance of survival with a shotgun.

Even the UMP 45 wich would be close to a shotgun in power vs mutants loses because of ammo effectiveness(with 1 ump45 clip you kill 2-3 muties while with 8 maverick shots you killl 3-4) PLUS shotguns degrade very slowly and their ammo is very cheap.

I really really would like to play with a pistol/SMG combo as a true specialist Recon, but in any way/combinations I can think of they lack the power/safety/economy to make life easier for this class.

Dec 17 2014 Anchor

Pistols and SMG for recon has their advantages but usually overshadowed by other more powerful options such as shotgun and assault rifle.

I have played recon for a while, reached the free playing stage and tested all the weapons I can find. I must say recon is interesting but when it comes to weapon choices assaulter and sniper have more advanges, largely due to the design of the weapon system. Pistols and SMG lacks the hit power and range compare to assault rfiles, even with fast trigger finger shotgun can easily over power pistol and SMGs. Reason? Stalker game got some very idiotic design where the camera itself shifts and move when using hip fire, aim down on sight works better but at the cost of reduced aiming speed and movement speed. Why on earth when I hold a pistol in right hand my head will move upward when using hip fire? Doesn't make sense to me. That's why I changed the weapon stats myself.

I am currently going through making tweaks on weapons to suit my own taste, so far pretty successfully removed the annoying camera jerking when using hip fire. Recon become much more interesting when using SMG and Pistols after the tweak. The screen become stable when using hip fire, there are still fire discrepancy (which is very difficult to balance due the different weapon upgrade), but surely offered MUCH more interesting close quarter combat option. Now the MP5 and pistols become very deadly when the target is less than 10 yards away, no more aim down on sight just turn on the auto spray and hose down hot lead on target(s), which to me is quite realistic and fun.

Dec 17 2014 Anchor

I always liked the aim shifting upwards because it simulates real recoil as your weapon goes upwards.
But now that you mention it I believe a more apropriated way would be to "shake" the camera a bit and increase spread.
Shaking the camera would be better for gameplay than tilting it upwards in my view.

Maybe a good solution would be to boost -recoil upgrades for SMG's and reduce their ammo cost a bit, to be more in line with shotguns.
Also, are the 19x19 SMG's enough for BlooSuckers or snorks? Because their ammo is cheap but if .45 ammo isn't dealing enough damage... :(

Edited by: Gordyne

Dec 17 2014 Anchor

Indeed. However camera "shaking" simulation is harder to create. There are several values controls the camera movement, one set is for hip firing automatic and another set for semi-auto. There is a base value how far camera tilting upwards on the first shot and another value controls how much more if automatic fire is following the first shot, quite tricky to balance. I simply reduced them all to 0, and increase the spread. It will still be quite realistic since my "head" won't be forced to look up, and spread will compensate for the recoil when not aim down on sight. The spreading is also control by multiple set of values, but much easier to manage.

9x19mm Works just fine, in fact the real differences between 9x18, 9x19, .45 isn't that great unless we are facing exo at mid range. To me the real challenge is how to accurately land these hits at both CQB and mid range. By removing the camera tiling motion it becomes much easier and fun, I can move side away that significantly higher speed while firing fully automatic. Which is quite an advantage when it comes to snorks and bloodsuckers. I have taken out Snorks and bloodsuckers with 9x18 rounds just as easily as 9x19 and .45, the only thing really matters to me is landing hits on fast moving targets/

Edited by: DesertEagleV

Dec 17 2014 Anchor

Another idea would be to decrease the zoom in with sights and giving recon normal movement speed while at it.

Dec 17 2014 Anchor

Gordyne wrote: Another idea would be to decrease the zoom in with sights and giving recon normal movement speed while at it.


I wasn't sure where the movement speed value is located. Plus aim down sight even at 0 zoom still lose some visibility where raised arm and weapons blocks bottom half of the screen.

My theory is building classes based on their realistic behaviour (as close as we can get) compare to real life. Recon being the light weight, fast moving plus specialized in SMG and pistol hip firing while moving, gives Recon an interesting edge. Assault being the juggernaut, able to carry more and heavier weapons, higher resistance to damage, but suffers movement penalty. Sniper being the stealthy long range engagement class. Haven't really figured out that one yet, Stalker Ai doesn't seem process stealth at realistic level.

trojanuch
trojanuch Gameplay lead
Dec 29 2014 Anchor

Funny part is that pistols (or rather pistol ammo) have been nerfed at some point according to user feedback of them being overpowered :)

Anyway - thanks for reporting guys that it's the other way around now.

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